#ifndef SUPERTUX_MOVING_OBJECT_H
#define SUPERTUX_MOVING_OBJECT_H
-#include "special/base.h"
-#include "special/game_object.h"
-#include "math/vector.h"
+#include "../special/base.h"
+#include "../special/game_object.h"
+#include "../math/vector.h"
//#include "rectangle.h"
-/**
- * Base class for all dynamic/moving game objects. This class contains things
- * for handling the bounding boxes and collision feedback.
- */
-class MovingObject : public GameObject
-{
-public:
- MovingObject();
- virtual ~MovingObject();
-
- /** this function is called when the object collided with any other object
+namespace SuperTux
+ {
+
+ /**
+ * Base class for all dynamic/moving game objects. This class contains things
+ * for handling the bounding boxes and collision feedback.
*/
- virtual void collision(const MovingObject& other_object,
- int collision_type) = 0;
+ class MovingObject : public GameObject
+ {
+ public:
+ MovingObject();
+ virtual ~MovingObject();
+
+ /** this function is called when the object collided with any other object
+ */
+ virtual void collision(const MovingObject& other_object,
+ int collision_type) = 0;
- Vector get_pos() const
- { return Vector(base.x, base.y); }
+ Vector get_pos() const
+ {
+ return Vector(base.x, base.y);
+ }
- base_type base;
- base_type old_base;
+ base_type base;
+ base_type old_base;
-protected:
+ protected:
#if 0 // this will be used in my collision detection rewrite later
- /// the current position of the object
- Vector pos;
- /// the position we want to move until next frame
- Vector new_pos;
- /// the bounding box relative to the current position
- Rectangle bounding_box;
+ /// the current position of the object
+ Vector pos;
+ /// the position we want to move until next frame
+ Vector new_pos;
+ /// the bounding box relative to the current position
+ Rectangle bounding_box;
#endif
-};
+ };
+
+} //namespace SuperTux
#endif /*SUPERTUX_MOVING_OBJECT_H*/